-Modified camera class so that mouse circles around ball when tracking.
-Set 'q' to give impulse to ball in the direction that the camera is pointing when tracking.
-Implemented multiple player support
-Implemented on-screen text display
-Obtained sounds from Supafly
-Commented most of the header files and some of the larger implementation files
-Play tested the game a lot
-Worked with Brad on gameplay issues
-Improved the camera somewhat
2.29.04
Helped design the framework of the game
Set up wiki for project 2
3.01.04
Implemented vertex and edge collisions
3.04.04
Patched up vertex and edge collisions
Began laying groundwork for iterative collision detection
3.10.04
Started work on input loading functionality
Began learning the use of Milk Shape
Designed clown face with too many vertices
3.11.04
Designed clown face version 2 using many fewer vertices
Wrote a file conversion program to take milkshape output and put into the loader's format
3.12.04-3.21.04
Designed a sword, putter, crossbones, and tree model
3.26.04
Designed the pirate ship displayed in the pirate demo
Wrote a file converter for ASCII files to text files we can actually use
Colorized and textured some of my old models
3.27.04-4.6.04
Modelled a tree, shinto gate, cherry tree
Then spent forever designing a terrain, and water for the terrain
Included functionality in file conversion process that brings in input from another file to allow surfaces more properties. These extra properties include surface independent damping factors, as well as water properties, hole properties, and number of times the texture on it is tiled.
Adjusted constants to reflect the results of Brad's playtesting.
- Designed and wrote the overall class structure for the game.
- Wrote a timer class.
- Wrote the interface to the collision demo
- Stubbed out the non-collision classes
- Began massive structural overhaul (specific changes as follows)
- Relegated face storage to the world class and gave surfaces pointers into this array
- Made the world a singleton class
- Pulled the edge and face classes out of the surface class and made them public
- Entirely removed the edge class
- Created a function testSurface that tests all triangles in a surface for a collision
- Began experimenting with storing triangle neighbors
- Completed neighbor functionality
- Wrote functions to generate normals for collisions dependent on these neighbors
- Began testing of standardized collision tests
- By consequence of this test, helped debug standardized face collisions
- Aided in debugging standard edge collisions
- Introduced fudge factors into our collision detection to correct for floating point error
- Added a member to keep track of the current frame (never know when this might be handy)
- Created the DOT test
- More tinkering with fudge factors in our collision model to eliminate missed collisions
- Helped squash bug detected by the DOT test (related to face collision)
- Created the Paraboloid test (trying to think of a better acronym)
- Wrote a new input loader to accomodate a new file format
- Implemented Octrees
- Implemented Frustum Culling
- Implemented multiple ball support in the physics engine
- Created the framework for adding particle systems (i.e. an abstract particle manager class)
- Created the particle systems seen in the game as well as a few that didn't make it in
- Added billboarding and transparency to the particles
- Allowed for particle systems to spawn other particle systems (e.g. fire creating smoke)
- Added routines to the physics engines so particles could collide with each other
- Implemented the superpowers for each ball
- Implemented differentiation between surface types (Water, Solid, Hole and Flying)
- Implemented the water rippling effect
- Added the spiffy border to the gameplay window
- Added a power bar
- Fixed a number of minor bugs about multi-player
- Created many of the 2D textures used in the game
- Tons upon unholy tons of playtesting
- Edited and proofread the documentation (as well as writing small parts of it)
- Created our UML diagram